Alice.—I can give an answer very readily; perhaps the very prettiest little poem written by your poet begins, “Mine be a cot beside the mill.”

Mary.—That is right; it is now your turn, Annie. What does my thought resemble?

Annie.—A chandelier.

Mary.—I thought of a partridge; how does a partridge resemble a chandelier?

Annie.—Dear me, I’m sure I cannot tell! I will give you my pawn.

This play, by the strange inconsistencies which it authorizes, exercises the imagination, and brings into play a good deal of wit.

PUT IN A WORD.

Some one in the company leaves the room, while those remaining select a word, and then send for the person to return. She must ask some question of the person nearest to her, to which the one spoken to must make a prompt answer, and in answering he must make use of the word selected. Sometimes an acute person will guess the word from the answer given to her first question. Some awkward use or slight emphasis may betray it, but generally she will go to a number and sometimes to all present without guessing the word. In that case (unless some one volunteers to take her place), she must go out again. If she discovers the word, the one by whose answer she guessed it, leaves the room, and those remaining choose a word and the game proceeds as before.